Personal Skills are very useful little abilities that you will find on the various Mediums in the game. They add very positive effects to the character equipping the Medium, such as protection from elemental damage, more attack or defense power, or even really cool things like Finest Arts, which hits the enemy for MASSIVE damage!
If you are new to Personal Skills, please read the information below.
And now, here's a table with a list of all of the skills in the game, as well as their effects at various levels of activation, their FP cost per level of activation, and the Gear they are contained in. Methods for obtaining each Gear can be found on the Gear section of the shrine. Thanks go to Split Infinity's Personal Skills FAQ for the information contained here!
Skill Name: |
FP Cost: |
Effect: |
Gear: |
Status-Related Personal Skills |
Amnesia Ward |
1 Point per level (4 levels) |
Prevents character from falling under Amnesia status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Memo Pen |
Bronze Ward |
1 Point per level (4 levels) |
Prevents character from falling under Bronze status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Holy Ankh |
Confusion Ward |
1 Point per level (4 levels) |
Prevents character from falling under Confusion status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Clear Chime |
Disease Ward |
1 Point per level (4 levels) |
Prevents character from falling under Disease status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Hazel Sprig |
Fallen Ward |
1 Point per level (4 levels) |
Prevents character from succumbing to instant death (Fallen status) attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Holy Grail |
Focus |
4 Points per level (4 levels) |
Prevents character from falling under Bronze, Confusion, Fallen, Glass, Paralysis, and/or Sleep statuses.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
N/A (equipped on Justine) |
Glass Ward |
1 Point per level (4 levels) |
Prevents character from falling under Glass status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Soul Feather |
Inoculation |
3 Points per level (4 levels) |
Prevents character from falling under Amnesia, Disease, Misery, and/or Poison statuses.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
N/A (equipped on Raftina) |
Misery Ward |
1 Point per level (4 levels) |
Prevents character from falling under Misery status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Heart Leaf |
Paralysis Ward |
1 Point per level (4 levels) |
Prevents character from falling under Paralysis status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Blue Bracer |
Poison Ward |
1 Point per level (4 levels) |
Prevents character from falling under Poison status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Moonstone |
Restoration |
5 Points per level (1 level) |
If character is affected by Amnesia, Bronze, Confusion, Disease, Misery, Paralysis, Poison and/or sleep statuses, these statuses will be cleared once character's FP reaches or goes over either 25, 50, 75, or 100 FP.
|
Evergreen |
Resurrection |
4 Points per level (4 levels) |
Automatically revives character when character becomes fallen.
Chances of skill activating increase per level activated (12.5%, 25%, 37.5%, 50%) |
Talisman |
Sleep Ward |
1 Point per level (4 levels) |
Prevents character from falling under Sleep status.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Alarm Clock |
Status Guard |
1 Point per level (1 level) |
If character chooses to Guard, he is immune to all status ailments until the end of the turn, except for Bomb status or "stat-lowering" statuses. |
Amulet |
Total Ward |
5 Points per level (4 levels) |
Prevents character from falling under all statuses except Bomb or "stat-lowering" statuses.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Full Libra |
Elemental-Related Personal Skills |
Dark Ward |
1 Point per level (4 levels) |
Reduces damage from dark-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Dark Ring |
Earth Ward |
1 Point per level (4 levels) |
Reduces damage from earth-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Earth Ring |
Elemental Ward |
4 Points per level (4 levels) |
Reduces damage from any elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Prism Crown |
Fire Ward |
1 Point per level (4 levels) |
Reduces damage from fire-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Fire Ring |
Ice Ward |
1 Point per level (4 levels) |
Reduces damage from ice-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Ice Ring |
Light Ward |
1 Point per level (4 levels) |
Reduces damage from light-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Light Ring |
Thunder Ward |
1 Point per level (4 levels) |
Reduces damage from thunder-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Thunder Ring |
Water Ward |
1 Point per level (4 levels) |
Reduces damage from water-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Water Ring |
Weakness |
2 Points per level (4 levels) |
Incrementally increases the amount of damage done to an enemy if it has a weakness if you hit it with its weak point element.
Damage increase is relative to level activated (25%, 50%, 75%, 100%) |
Black Note |
Wind Ward |
1 Point per level (4 levels) |
Reduces damage from wind-elemental physical and magical attacks.
Chances of skill activating increase per level activated (25%, 50%, 75%, 100%) |
Wind Ring |
Attack-Related Personal Skills |
ATT Plus |
10 Points per level (4 levels) |
Incrementally increases the amount of damage done with Shoot, Attack, or Gatling commands.
Damage increase is relative to level activated (100%, 200%, 300%, 400%) |
Comet Mark |
Auto-Reload |
2 Points per level (2 levels) |
Automatically reloads character's ARM when empty.
Chances of skill activating increase per level activated (25%, 50%) |
Bullet Clip |
Counterattack |
2 Points per level (2 levels) |
Character with this skill has a chance of counterattacking when hit by physical damage.
Chances of skill activating increase per level activated (25%, 50%) |
Arctic Blade |
Critical Hit |
2 Points per level (4 levels) |
Character with this skill has a better chance of delivering a critical hit when using Shoot command.
Chances of a critical hit per attack are increased by level activated (5%, 10%, 15%, 20%) |
Gunstar Sign |
Def Null |
2 Points per level (4 levels) |
Character with this skill has a chance of the attack ignoring the enemy's DEF stat completely.
Chances of this happening are increased by level activated (12.5%, 25%, 37.5%, 50%) |
AP Ammo |
Finest Arts |
2 Points per level (4 levels) |
The character with the skill can pull off an extra-powerful Gatling attack if he uses Gatling with 100 FP and 0 ammo in his or her ARM. The first four hits are fairly powerful, but the fifth and final hit does MASSIVE damage.
Level of activation is relative to the attack boost (1000%, 2000%, 3000%, 4000%)
The general accepted theory is that the final hit of Finest Arts does an amount of damage equal to your character's level times 1000. |
Violator |
Initiative |
3 Points per level (1 level) |
Character has a 25% chance of getting the first move in each combat round. |
10-Gal Hat |
Necronomicon |
10 Points per level (4 levels) |
Incrementally increases the amount of damage the character with this skill does with attack Arcana (does not have an effect on summon damage).
Damage increase is relative to level activated (25%, 50%, 75%, 100%) |
Necromicon |
Power Cancel |
4 Points per level (1 level) |
Reduces the character's Inertia Cancel cost to 0 FP, rather than 25 FP. |
Baselard |
SOS Critical |
2 Points per level (4 levels) |
When HP is in critical (red) numbers, the character's chances of getting a Critical Hit when using Shoot are greatly increased.
Chances of a critical hit per attack are increased by level activated (5%, 10%, 15%, 20%) |
Crisis Arm |
SOS Power Boost |
4 Points per level (4 levels) |
When HP is in critical (red) numbers, the damage dealt by Shoot, Attack or Gatling commands is increased.
Damage increase is relative to level activated (25%, 50%, 75%, 100%) |
Power Boost |
Defense-Related Personal Skills |
Arcana Blocker |
4 Points per level (4 levels) |
Character is defended against Arcana attacks relative to your FP level. Arcana that you can guard against are: Petrify, Decelerate, Pressure, Refrigerate, Cremate, Fragile, Vortex, Inspire, Feeble Mind, Sleep, Eraser, Grav, Spectre, Banish, Dark Matter, Curse, and MAYBE Lifedrain.
Amount of FP needed for this skill to activate lowers as you activate more skill levels (100, 75, 50, 25) |
Ebony Shadow |
ATT Blocker |
2 Points per level (2 levels) |
Character has a chance of completely nullifying a phyiscal attack. If the attack also causes status ailments or elemental damage and the skill activates, the status and elemental effects have no effect!
Chances of this happening are relative to level activated (25%, 50%) |
Vambrace |
Defender |
2 Points per level (2 levels) |
Character has a chance of "stepping in front" of a physical attack that targets another team member, and damaged is greatly reduced.
Chances of this happening are relative to level activated (25%, 50%) |
Lion Shield |
Life Charge |
3 Points per level (4 levels) |
Character equipped with it regains a fraction of his or her HP when he or she guards.
Amount of HP restored is relative to level activated (5%, 10%, 15%, 20%) |
N/A (equipped on Raftina) |
SOS Guard |
3 Points per level (1 level) |
When character's HP becomes critical (red), this skill activates, and damage dealt to that character is reduced until HP is restored back to a non-critical amount. |
Nine Lives |
SOS Invisible |
5 Points per level (1 level) |
When character's HP becomes critical (red), the character becomes invisible, and becomes "invisible", and can't be targeted by single target attacks or Arcana, though he or she will not be immune to multiple target Arcana or attacks, and this skill does nothing if character is the only team member alive. |
Cute Ribbon |
SOS RFX Boost |
2 Points per level (2 levels) |
When character's HP becomes critical (red), the character's RFX (speed) is increased. RFX is returned to normal when HP is restored back to a non-critical amount.
RFX boost is relative to level activated (25%, 50%)
|
Cait's Boots |
SOS Support |
2 Points per level (1 level) |
When character's HP becomes critical (red), all supportive Arcana that the character has available are cast on that character; available meaning that the character has enough FP to cast them and that the Arcana are actually castable by that character with current Medium setup. Arcana that work with this are: Distortion, Hox Pox, Hyper, Permanence, Protect, Quicken, Reflect, Shield, Status Lock, Turbulence, Valiant. |
Pulbo Calbo |
FP-Related Personal Skills |
Force Charge |
5 Points per level (1 level) |
When character with this skill guards, he or she gains 25 FP. |
N/A (equipped on Zephyr) |
FP Plus |
2 Points per level (4 levels) |
Character acquires some additional FP whenever FP rises.
FP added is relative to level activated (1, 2, 3, 4)
|
Force Unit |
FP Save |
2 Points per level (4 levels) |
FP cost of Arcana is reduced.
Reduction is relative to level activated (12.5%, 25%, 37.5%, 50%) |
Elder Record |
Regeneration |
3 Points per level (2 levels) |
Restores HP when your FP reaches or goes over 25, 50, 75 or 100.
HP restoration is relative to level activated (10%, 20%). If your FP is increased dramatically by a Full Carrot, this skill only restores HP once. |
Sunset Red |
SOS FP Boost |
4 Points per level (4 levels) |
Character gains some FP when his HP reaches critical (red) numbers.
FP added relative to level activated (25, 50, 75, 100) |
Prism Stick |
Miscellaneous Personal Skills |
Disarm |
2 Points per level (4 levels) |
Increases the probability of said character disarming a trapped treasure chest after battle.
Increase is relative to level activated (25%, 50%, 75%, 99%)
|
Robber's Ego |
Eagle Eye |
3 Points per level (1 level) |
Allows wearer to avoid battles where they are forced to fight alone. If all 4 characters have this skill equipped, your party will be able to avoid being ambushed by random encounters! |
Weather Vane |
ECN Gauge Charge |
4 Points per level (1 level) |
Your team's ECN gauge is restored by two points after each battle, rather than one. |
Magic Candle |
EXP Boost |
2 Points per level (4 levels) |
Increases the amount of EXP gained by that character after battle.
EXP increase (not including multipliers) is relative to level activated (10%, 20%, 30%, 40%) |
N/A (equipped on Chapapanga) |
Gella Boost |
3 Points per level (1 level) |
Gives your party a 25% chance of receiving double the amount of Gella after every battle. |
Pocketbook |
Green Thumb |
5 Points per level (4 levels) |
Incrementally increases the amount of HP restored by Berries used by character, but only in battle.
Increase is relative to level activated (25%, 50%, 75%, 100%) |
Dried Flower |
Gun Hero |
100 Points per level (1 level) |
All other Personal Skills in that character's possession are always activated. |
Sheriff Star |
Lifebringer |
3 Points per level (4 levels) |
Increases the amount of HP the VIT gauge refills after battle for the character.
Increase is relative to level activated (2x Max HP, 3x Max HP, 4x Max HP, 5x Max HP) |
Golden Dawn |
Luck Boost |
3 Points per level (4 levels) |
Raises Luck of character with the skill equipped.
Luck stat is relative to level activated (BAD, NORMAL, GOOD, BEST) |
Missanga |
MTC Recovery |
10 Points per level (4 levels) |
Restores MTC as you travel.
Steps required to restore 1 MTC are relative to level activated (180, 135, 90, 45) |
Dist Dims |